ElijahHouck Posted August 14, 2009 Share Posted August 14, 2009 I was messing with the light script you gave me, and I have a question- how would I go about lighting up more than two lights? For example, light one lights up, then light two, three, four, and finally light five. Every time I try, I keep getting lights two and three (and so on) lighting up at the same time. Link to comment Share on other sites More sharing options...
Cipscis Posted August 14, 2009 Author Share Posted August 14, 2009 You should be able to extend the staged timer fairly easily. If you haven't already, have a look at the tutorial I've written for their use - Staged Timers. Basically, when putting a delay between stages, you need to set the "fTimer" variable to an appropriate value at the same time as incrementing "iStage". If you simply leave "fTimer" as it is, then the code for the next stage will run with only a single frame delay. Cipscis Link to comment Share on other sites More sharing options...
ElijahHouck Posted August 14, 2009 Share Posted August 14, 2009 Works great, I finally truly understand how Staged Timers work, which makes it way easier to use them :) . Link to comment Share on other sites More sharing options...
portbash Posted August 14, 2009 Share Posted August 14, 2009 @portbash...do you mean that the player should be in 3rd person or that the camera should move on its own? With own cams cipscis. Link to comment Share on other sites More sharing options...
Cerepol Posted August 14, 2009 Share Posted August 14, 2009 Alright I want an NPC to show up after the player has looking into a container, so I used a script attached to the container with onActivate The NPC starts disabled and I then use the editor ref ".enable" to get him to show up. the problem is he doesn't show up. Is there another way to do this? Link to comment Share on other sites More sharing options...
portbash Posted August 14, 2009 Share Posted August 14, 2009 Alright I want an NPC to show up after the player has looking into a container, so I used a script attached to the container with onActivate The NPC starts disabled and I then use the editor ref ".enable" to get him to show up. the problem is he doesn't show up. Is there another way to do this? hm.. you got a working navmesh? Maybe thats the reason... Link to comment Share on other sites More sharing options...
stgsoviet Posted August 14, 2009 Share Posted August 14, 2009 I know this issues has been throughly solved, but i can find an answer through search, so what is the accepted solution for the race bug that causes added nps to have bright white arms and bodies despite their race? I have a hazy memory of sometime around May of hearing that marking it as an esm fixes it? It might even have been fixed in 1.7, I'm still using 1.6. Link to comment Share on other sites More sharing options...
t3hf4ll0ut Posted August 15, 2009 Share Posted August 15, 2009 Hey Cipscis. Thought this was worth learning and anybody I've asked doesn't know about effects.http://thenexusforums.com/index.php?showtopic=144749 Link to comment Share on other sites More sharing options...
mecaguy03 Posted August 15, 2009 Share Posted August 15, 2009 How do i make it so that NPC's wont phase through edited terrain or walls? Link to comment Share on other sites More sharing options...
ElijahHouck Posted August 16, 2009 Share Posted August 16, 2009 Really quick question-"RefID.Set OpenState 2" opens a door in a script, any way to set it to make it inaccessible? Link to comment Share on other sites More sharing options...
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